# Main Camera Menu Path : **Operator > BuiltIn > Main Camera** The Main Camera Operator returns available information from the current main camera. It uses an equivalent behavior to [Camera.main](https://docs.unity3d.com/ScriptReference/Camera-main.html) and an integration into the active Scriptable Render Pipeline for depth buffer and color buffer access. ## Operator properties | **Output** | **Type** | **Description** | | ---------- | ------------------------ | ---------------------------------- | | **o** | [Camera](Type-Camera.md) | Information about the main camera. | ## Remarks If the main camera is unavailable, which can occur if: - If there is no camera GameObject tagged as **MainCamera** within the scene. - You manually trigger [Simulate](https://docs.unity3d.com/Documentation/ScriptReference/VFX.VisualEffect.Simulate.html) - It is during the prewarm update of the Visual Effect component. If this is the case, the [Camera](Type-Camera.md) this Operator returns has the following default values: | **Property** | **Default value** | | ------------------ | ----------------------------------------------------------- | | **Transform** | Transform identity : position zero, scale one, no rotation. | | **fieldOfView** | 60.0 | | **nearPlane** | 0.3 | | **farPlane** | 1000 | | **aspectRatio** | 1.0 | | **pixelDimension** | (1920, 1080) | | **depthBuffer** | Default texture2D array (gray texture) | | **colorBuffer** | Default texture2D array (gray texture) | The **depthBuffer** and **colorBuffer** textures are only available in a Scriptable Render Pipeline that implements [VFXManager.SetCameraBuffer](https://docs.unity3d.com/Documentation/ScriptReference/VFX.VFXManager.SetCameraBuffer.html). HDRP officially supports this integration.